Has anybody got success in texture loading using a secondary thread on iphone?To be honest I don't think you will have any luck loading textures while the game is running. There is simply not enough resources left and running texture loading in a separate thread will not change that fact. You most likely have to load all textures before you start the game. We do use threads and EAGLSharegroupb though in our game but it's only to not block the user interface while loading textures before the game starts.

Big loading times in iphone appAs a point of reference: In our current project we load about 2.0 MB of PNG and 0.5 MB PVR-textures in less than 2 seconds on the 3GS. Most of the PNG:s are loaded as 32-bit textures and a few as 16-bit with punch through alpha.

OpenGL ES - blending of particle effectNow that I've studied blending a little bit more this is probably the closest I can get. I've also realized that the reason the explosion rendered on black background looks the way it does is because how it blends with the background.